Growing tree….
http://www.elementvfx.com/WebDemo/tree_h9.mov [elementvfx.com]
new apprentice user, some questions ...
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- Mike_RB
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- Allegro
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You should consider looking at the poly wire node. It's typically a bit more useful with l-systems than putting the “shell” straight from the l-system.
You can put a skeleton (wires) out of the lsystem, then do all sorts of fun stuff like noise based on arc length, or wire simulations and then poly wire to give it thickness.
You can put a skeleton (wires) out of the lsystem, then do all sorts of fun stuff like noise based on arc length, or wire simulations and then poly wire to give it thickness.
Stephen Tucker
VFXTD
VFXTD
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- Mike_RB
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- Allegro
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- Mike_RB
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- Ruchir
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May I ask - How do I get this DFNoise code into a VOP shader network?
SYmekMike_RB
Same thing, but with transparency on the particles.
http://www.elementvfx.com/WebDemo/foamarea_vol.mov [elementvfx.com]
Are you using fields from fluid sim or just a noise pattern? If second is the case, look on Exchange for Ivan DeWolf's divergence-free noise:
http://www.sidefx.com/exchange/info.php?fileid=391&versionid=391 [sidefx.com]
and the paper: http://martian-labs.com/martiantoolz/files/DFnoiseR.pdf [martian-labs.com]
Pretty helpful in fluid-like stuff.
cheers,
sy.
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- eetu
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Mike_RBYou might want take a look the hip file here; http://forums.odforce.net/topic/8471-eetus-lab/?p=119237 [forums.odforce.net]
Thanks for the file. What types of nodes should I be looking at to say grow geometry along splines? Like tendrils/vines growing….
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